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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
147 lines
5.8 KiB
C++
147 lines
5.8 KiB
C++
/*************************************************************************/
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/* surface_tool.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SURFACE_TOOL_H
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#define SURFACE_TOOL_H
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#include "scene/resources/mesh.h"
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#include "thirdparty/misc/mikktspace.h"
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class SurfaceTool : public Reference {
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GDCLASS(SurfaceTool, Reference);
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public:
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struct Vertex {
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Vector3 vertex;
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Color color;
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Vector3 normal; // normal, binormal, tangent
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Vector3 binormal;
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Vector3 tangent;
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Vector2 uv;
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Vector2 uv2;
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Vector<int> bones;
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Vector<float> weights;
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bool operator==(const Vertex &p_vertex) const;
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Vertex() {}
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};
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private:
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struct VertexHasher {
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static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
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};
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struct WeightSort {
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int index;
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float weight;
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bool operator<(const WeightSort &p_right) const {
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return weight < p_right.weight;
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}
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};
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bool begun;
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bool first;
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Mesh::PrimitiveType primitive;
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int format;
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Ref<Material> material;
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//arrays
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List<Vertex> vertex_array;
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List<int> index_array;
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Map<int, bool> smooth_groups;
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//memory
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Color last_color;
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Vector3 last_normal;
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Vector2 last_uv;
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Vector2 last_uv2;
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Vector<int> last_bones;
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Vector<float> last_weights;
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Plane last_tangent;
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void _create_list_from_arrays(Array arr, List<Vertex> *r_vertex, List<int> *r_index, int &lformat);
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void _create_list(const Ref<Mesh> &p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index, int &lformat);
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//mikktspace callbacks
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static int mikktGetNumFaces(const SMikkTSpaceContext *pContext);
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static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace);
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static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert);
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static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert);
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static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert);
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static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
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const tbool bIsOrientationPreserving, const int iFace, const int iVert);
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protected:
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static void _bind_methods();
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public:
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void begin(Mesh::PrimitiveType p_primitive);
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void add_vertex(const Vector3 &p_vertex);
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void add_color(Color p_color);
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void add_normal(const Vector3 &p_normal);
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void add_tangent(const Plane &p_tangent);
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void add_uv(const Vector2 &p_uv);
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void add_uv2(const Vector2 &p_uv2);
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void add_bones(const Vector<int> &p_bones);
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void add_weights(const Vector<float> &p_weights);
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void add_smooth_group(bool p_smooth);
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void add_triangle_fan(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs = Vector<Vector2>(), const Vector<Color> &p_colors = Vector<Color>(), const Vector<Vector2> &p_uv2s = Vector<Vector2>(), const Vector<Vector3> &p_normals = Vector<Vector3>(), const Vector<Plane> &p_tangents = Vector<Plane>());
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void add_index(int p_index);
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void index();
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void deindex();
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void generate_normals(bool p_flip = false);
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void generate_tangents();
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void set_material(const Ref<Material> &p_material);
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void clear();
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List<Vertex> &get_vertex_array() { return vertex_array; }
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void create_from_triangle_arrays(const Array &p_arrays);
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static Vector<Vertex> create_vertex_array_from_triangle_arrays(const Array &p_arrays);
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Array commit_to_arrays();
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void create_from(const Ref<Mesh> &p_existing, int p_surface);
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void create_from_blend_shape(const Ref<Mesh> &p_existing, int p_surface, const String &p_blend_shape_name);
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void append_from(const Ref<Mesh> &p_existing, int p_surface, const Transform &p_xform);
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Ref<ArrayMesh> commit(const Ref<ArrayMesh> &p_existing = Ref<ArrayMesh>(), uint32_t p_flags = Mesh::ARRAY_COMPRESS_DEFAULT);
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SurfaceTool();
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};
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#endif
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